nachinus
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Everything posted by nachinus
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I'm not a big friend of frustration either. I played through 'School of Hard Knocks' several times and lost like a sissy everytime. I'm quite proud of not just bypass it and endure the frustration, as in a couple other scenarios of CW campaigns I don't remember their name. But that level of difficulty and frustration is only ok if you have to face it rarely. Winning is usually better. I enjoy this kind of scenario, managing tactical or force superiority so you can obtain a big victory, avoiding casualties and crushing the enemy with the highest refinement
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Great!! Thank you!
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Where did you get the map for the operational map? Did you reuse any of the stock ones? And the Counters? They look very professional. PS: Downloading now, I'll post comments ASAP.
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Flanking The Fortress - Hill 531 (Tunisia) - WIP
nachinus replied to Broadsword56's topic in CM Fortress Italy Maps and Mods
Biggest. Fields. Of. Fire. Ever. Use lots of smoke indeed!! I found the AAR very interesting. Actually, is it ever possible to access these kind of documents through the internet? I'd be really interested in reading primary sources. -
Are QB Maps the new community generated 'Scenarios'?
nachinus replied to tarzan's topic in Combat Mission Fortress Italy
I second that. What I really enjoy are campaigns, no matter if they are small. Since there's not a lot of that to chose from, I'm actually working on one after some small tests with short scenarios. I was completely green with the editor!. It's going to be a short campagin, probably 4-6 scenarios, involving reinforced company units from 157th IR, 45th div. -
I'm very impressed! Specially about the trees. Well done, mate.
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Baseless Speculation on the Market-Garden Module
nachinus replied to Holman's topic in Combat Mission Battle for Normandy
Well, the module will have to feature a major overhaul around how bridges work. Placing them on maps, making big and wide ones, and moving units over and under them. Things that currently are quite problematic. -
Please create one LOD step more for vineyards
nachinus replied to nachinus's topic in Combat Mission Fortress Italy
I have the graphics all maxed out to the best of my knowledge and it definitely happens. -
AAR - Mord vs DC - Villa Castelletti ME
nachinus replied to Darknight (DC)'s topic in Combat Mission Fortress Italy
I'm looking forward to it. They have a very professional look and I'd love to use them. -
AAR - Mord vs DC - Villa Castelletti ME
nachinus replied to Darknight (DC)'s topic in Combat Mission Fortress Italy
You mean using them in-game as floating icons? That'd be interesting to see!. But what I'm thinking right now is to use them for image edition, to create the scenario briefing .bmp files. -
AAR - Mord vs DC - Villa Castelletti ME
nachinus replied to Darknight (DC)'s topic in Combat Mission Fortress Italy
Good to see that Italian landscape still has room for close quarters armor vs infantry action. Btw, where do you find these 'counters' used in the zoomed out pics? I'm starting to learn the ropes of the Editor and I bet they'd be useful for scenario brieging screens design. -
You're right, ofc. Then Road to Montebourg is the easier one, I think it was my first Campaign after the tutorials and I had a good time.
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Please create one LOD step more for vineyards
nachinus replied to nachinus's topic in Combat Mission Fortress Italy
Exactly. AFAIK, it is done with other terrain features, I really think it should be done with vineyards as well. -
Questions to sound modders: small arms audio files
nachinus replied to nachinus's topic in CM Fortress Italy Maps and Mods
Thank you, warloch. That's interesting news. I'd really like to try your sound mod, where can I find it? On the issue of the list of files, I found this very helpful thingie elaborated by stikkypixie http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=2353 It's a list that contains ALL the files used by the engine, including the sounds. If I'm not mistaken, FI only creates one new shot sound (compared with CMBN+CW), 'gun 6 italian'. I have yet to discover if it's used only for carcano rifles or for the light Breda as well. -
Don't you hate how vineyards completely dissapear without trace when you move away from them? There is no sign of its existance, no indication that although you can't see them, there are vineyards there. There are times where I didn't knew that there were vineyards in a field until I got close and found the surprise. I find it very confusing and quite weird to watch. I know that these kind of things are made to save processor or graphics card memory and make the game smoother, it's done with the grass and small flavor objects and it isn't so noticeable. But it's quite noticeable with the vineyards. Would it be possible that instead dissapearing, a very low poly-count model would kick-in when moving the camera away?
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Road to Monteburg was the one with the School of Hard Knocks? Run from it if it is! Until you know the ropes and are ready for some hard frustrating time.
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Tunisia Mod Pack for CMFI now available!
nachinus replied to Broadsword56's topic in CM Fortress Italy Maps and Mods
Thank you for your work! The pics in the other thread are quite impressive. I find the north african campaign very attractive. I'll give it a go as soon as I get back home. -
I'm tinkering with some old sound mods and some samples I got myself to reuse some of them for the new weapons in FI, but I'm not familiar with sound modding. -How do you know how to name the files? Is there any list? I don't know how to name the new files to play for the italian weapons. -How does the system work?. I see that there are some weapons that have two files in some mods, named a and b, with a slightly different pitch. Does the game use alternatively both files to create variation? Some have a x1, x2 and x3 versions, which unsurprisingly contain one, two or three shots bursts. When does the game use each one? Thank you in advance.
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Is there any rock type flavor 3d object that can be added by map designers to make these terrain tiles more evident from afar? I believe that would be a good idea, since lots of people don't zoom in so close to tell some terrain types from others, specially when you have a whole batallion to give orders and wayponts to.
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Effects of the unit attributes
nachinus replied to Steven482's topic in Combat Mission Fortress Italy
Is that so?! Didn't have any idea, and it seems quite relevant a modifier. -
hand granades immobilized tracks
nachinus replied to Jorge MC's topic in Combat Mission Battle for Normandy
AFAIK, CM does not specifically depict AT grenades or close assault devices, and I believe that this is abstracted somehow with the use of hand grenades against tanks. I guess that this is what we are seeing in this particluar case. -
Why is it the Brits never had a semi-auto rifle?
nachinus replied to gunnersman's topic in Combat Mission Battle for Normandy
Agreed!. CMx2 CW section ammo loadout is certainly lacking, both for Sten and Bren guns. Even the dedicated Bren 3 men teams have no more than 120rds IIRC. I can't really believe that a Company prepared for an offensive (or defense) would be so ill equipped for combat IRL. -
Regarding the OP subject: I really like Beevor, and I'm currently reading D-Day. I'm enjoying it, but as another poster pointed out, the subject is too broad (not only Overlord but all Normandy Campaign). So there is no detailed, deep, thorough reconstruction of combats, which I would've prefered. My favourite Beevor book is Crete. Just because is a smaller scale operation, the details and reconstruction of events and characters are deeper. Plus is a really interesting operation, unique in the war. A little war in itself, caged in an Island.